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Holding the Sky Plate, Arceus takes a forme that comes with pros and cons. Being one of the only two pure Flying-type Pokemon out there, Flying Arceus's STAB can hit many Ubers Pokemon for neutral damage. One of the perks of being a Flying-type is that Flying Arceus can avoid the pesky Spikes, Toxic Spikes, and even Sticky Web, but this gives it a weakness to Stealth Rock, which can hamper its utility and general bulk. It's also the only viable Ubers Flying-type that can effectively run a Calm Mind set, giving it a small advantage over other Flying-types. Flying Arceus has its downsides as well, however. Many Pokemon in Ubers carry coverage moves that can hit it for super effective damage, it has to be very wary of Zekrom, and it also has trouble passing most Steel-types. It also can't really provide much utility to a team outside of soft checking threats such as Mega Blaziken and Mega Mewtwo X, meaning it requires a good deal of team support to keep these disadvantages at a minimum. The fact that its STAB isn't resisted by many Pokemon in the Ubers tier means that it can make an excellent stallbreaker, but do keep in mind that Flying Arceus is pretty much outclassed by other Arceus formes in any other role.

Taking advantage of the fact that Flying is a good offensive typing, this set is specifically used for the purpose of taking apart stall teams. Calm Mind allows Flying Arceus to boost its Special Attack and Special Defense, making its only attack hit much harder, and makes Flying Arceus that bit harder to take down. Judgment is the most reliable and powerful STAB attack that Flying Arceus gets, and its ability to hit most common Ubers Pokemon for neutral damage is the reason this set works so well as a mono-attacker. Recover increases longevity and allows Flying Arceus to keep gaining boosts without being worn down so easily. The last moveslot is what makes this set tick. Choosing Refresh allows Flying Arceus to work as the stallbreaker it is, curing any status problems thrown at it in an attempt to wear it down. Choosing Substitute instead can give Flying Arceus some breathing room to set up Calm Mind and help it avoid status completely, meaning Flying Arceus wastes no turns to rid itself of status issues. It also shields against priority moves and help scout Choice item users such as Zekrom. Refresh is typically the better choice, allowing Flying Arceus to also work as a status absorber; it does this in a momentum-stealing way, however, and still has trouble switching into Steel-types that like to carry Toxic, such as Klefki, Dialga, and Aegislash. Optional moves include Earth Power, to ensure that Dialga and Heatran can't just simply take a hit and Roar Flying Arceus out, and Thunder, to hit specially bulky Pokemon such as Kyogre, Ho-Oh, and Lugia harder, albeit at the cost of reduced accuracy outside of rain. Thunder also ensures more damage against any other Flying- or Water-type that may try to take an attack and retaliate back.

Set Details
========

This set's EVs are relatively straightforward. 96 HP EVs allow Flying Arceus to retain some extra bulk, and should you choose to run Substitute, they let it make 101 HP Substitutes. 176 Speed EVs with a Timid nature are there to ensure that Gengar can't Destiny Bond Flying Arceus down without being Mega-Evolved first. The rest is dumped into Special Attack, as Flying Arceus relies on power to sweep rather than using its bulk to ensure it can accumulate multiple Calm Mind boosts. It also ensures the OHKO on Mega Mewtwo X without any prior damage or Calm Mind boosts.

Usage Tips
========

Flying Arceus can be switched in on predicted Ground-type moves, and if the opponent lack strong Rock-type coverage or a phasing move such as Roar, then it can begin setting up. Aside from that, switching in on Pokemon that are playing a defensive role is a wise idea, as Flying Arceus excels at beating most of them barring Heatran and Dialga. Speaking of which, if Earth Power is not on the set, then Heatran and Dialga can take at least one attack and phaze Flying Arceus out with Roar, so make sure that they are not going to be a problem before attempting a sweep. Scouting for possible phazing moves and coverage moves that can hit Flying Arceus hard is highly recommended; you don't want to find you have wasted your time setting up only to have Arceus phased out and/or take any unnecessary damage. Zekrom is Flying Arceus's biggest enemy, so make sure it is out of the equation before attempting to set up. Once you are sure there are no obstacles that can stop Flying Arceus, feel free to use Calm Mind.

Team Options
========

Flying Arceus is only weak to one entry hazard, Stealth Rock, but even this can prove annoying, and as such consider a Defog user such as Scizor or Giratina-O to help mitigate this issue. A teammate that can handle Zekrom with impunity is highly recommended, as Zekrom can easily switch in on Flying Arceus without fearing anything and KO it the next turn. Electric Arceus can also accomplish similar feats, and Excadrill just so happens to be able to deal with both Electric Arceus and Zekrom, making it a great teammate. Also able to check Zekrom are Landorus-T, Groudon, and Ferrothorn. Because Dialga and Heatran can be annoying for Flying Arceus, a special wall such as specially defensive Kyogre can turn the tables and annoy them instead. A core of a Fairy-type and a Ground-type can work wonders, keeping Zekrom guessing what to do next and potentially opening up free turns for your team should the opponent predict wrongly. Kyogre can overpower Flying Arceus with its great special bulk and powerful offenses, and a check such as Palkia is a good teammate. Tyranitar can work as a check to Ho-Oh and other Flying-types, and if Tyranitar has Roar or Toxic, it can annoy other Calm Mind Arceus formes as well.

Other Options
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Will-O-Wisp can catch overeager Zekrom on the switch, but this does not guarantee safety for Flying Arceus at all; even when burned, Bolt Strike from Zekrom is a 2HKO, meaning Flying Arceus is still forced to switch out. It can work as a helpful check to Ground-types by switching in on a predicted Earthquake and catching the threat off-guard with a Will-O-Wisp, however. Stone Edge can be used to hit Ho-Oh on the weaker side, but it has shaky accuracy and doesn't OHKO without Stealth Rock in play. Focus Blast can take care of Tyranitar and Excadrill, but due to poor accuracy and little utility otherwise, it is not recommended. A support set with Defog is a cool idea on paper, as Flying Arceus has good bulk and is immune to Spikes, Toxic Spikes, and Sticky Web, but the Stealth Rock weakness makes it more trouble than it is worth. Lastly, Roar can be used to annoy other Arceus formes that might try to set up on Flying Arceus.

Checks & Counters
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**Zekrom**: Zekrom is a complete stop to Flying Arceus, as the Choice Scarf set can switch in without fearing anything but the rare Earth Power and OHKO with Bolt Strike, and even then Earth Power still does not KO without a boost or two from Calm Mind.

**Kyogre**: With its great special bulk and powerful rain-boosted Water-type moves, Kyogre can handle attacks relatively well with a defensive set and then phaze Flying Arceus out, or potentially overpower Flying Arceus with an offensive set, should the latter lack Calm Mind boosts. It does not like taking boosted Thunders in any scenario, however.

**Other Arceus Formes**: Electric Arceus, Steel Arceus, and Rock Arceus all resist Flying Arceus's STAB. Ice Arceus does not resist Flying Arceus's Judgment but can hit back super effectively meaning it, as well as the aforementioned Arceus formes, can win in a one-on-one situation.

**Bulky Steel-types**: Standing out among Steel-types are Dialga and Heatran, which are able to take an attack barring a boosted Earth Power and can phase Flying Arceus out with Roar.

**Ho-Oh**: Also having great special bulk, Ho-Oh can handle almost anything Flying Arceus throws at it and potentially overpower it with its powerful STAB attacks.

**Blissey**: Blissey is able to take even boosted Judgments from Flying Arceus thanks to its titanic special bulk, but thanks to Refresh / Substitute it becomes the perfect set up fodder for Flying Arceus due its ability to make 101 HP Substitutes.

**Kyurem-W**: While not so common in the current metagame, Kyurem-W's Ice Beam will easily overpower Flying Arceus unless it has multiple Calm Mind boosts. Flying Arceus does outspeed however, and should it have some Calm Mind boosts, it can come out on top.

**Tyranitar**: Due to its Flying resistance and boosted Special Defense in the sand, Tyranitar can take Judgments very easily and deal heavy damage back with Stone Edge. It hates taking a Focus Blast, however.

**Stealth Rock**: Stealth Rock is probably one of the best ways to limit Flying Arceus's switch-in opportunities, and when coupled with a Pokemon with a phazing move, it can really rack up damage on Flying Arceus.

**Revenge Killers**: If Flying Arceus manages to get weakened enough, faster Pokemon such as Mewtwo, Darkrai, Deoxys, and Choice Scarf users can finish it off. Priority moves can also accomplish this.

Overview
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Mixed bag with its typing (every type it can hurt/is resistant to/is NFE against are rarely seen barring Steel)

Since Flying hits a lot of things at least neutral it can be quite good offensively

Is one of the only two pure Flying types, and can use Calm Mind effectively giving it an advantage over other Flying types

Many mons run coverage moves that can hit flyceus SE, giving it big troubles

Much better played as a monoCM aka stallbreaker. Refresh or Sub/Judgment/Recover/CM.

I don't understand the general consensus of having 112 speed as the standard speed for CM arceus. 176 is more optimal as it forces Gengar to be mega evolved before it can destiny bond you down. The extra bulk is hardly as relevant as it is for a support Arceus, which is used to check threats catered to team needs.

Much better played as a monoCM aka stallbreaker. Refresh or Sub/Judgment/Recover/CM.

I don't understand the general consensus of having 112 speed as the standard speed for CM arceus. 176 is more optimal as it forces Gengar to be mega evolved before it can destiny bond you down. The extra bulk is hardly as relevant as it is for a support Arceus, which is used to check threats catered to team needs.

BARN ALL

I made a skeleton for this for the initial dex rush, take from it what you will.

Overview
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- Flying is a good offensive STAB with no immunities and few resistances which makes Calm Mind pretty deadly
- Solid bulk aids in setting up, only Arceus forme to be immune to Spikes and Sticky Web
- Weak to Stealth Rock which hurts its bulk
- Not too many useful resistances and has annoying weaknesses

- Calm Mind boosts your offense and bulk to help you eat special Electric-type and Ice-type attacks
- Judgment is STAB, has solid neutral coverage with few resistances
- Recover lets you stay alive and accrue multiple boosts
- Refresh gives status protection and lets Flying Arceus beat Blissey. Useful since Flying as a monoattacking type is very solid
- Earth Power gives coverage against Zekrom, Dialga, Heatran, and Aegislash

Set Details
========

- Max Speed to tie other Arceus
- Rest goes into SpA since Flying Arceus relies on offensive coverage to sweep rather than bulk
- Maxing out HP is still viable to potentially nab an extra boost or two

Usage Tips
========

- Try to set up on things that can't use Thunder like Grass-types, Fighting-types, defensive Mega Scizor, or Yveltal
- Relies more on offensive coverage than defensive bulk to sweep, so just focus on getting one or two boosts
- KO the enemy's Choice Scarf Zekrom before you try to sweep, otherwise it won't end well for Flying Arceus

Team Options
========

- Ground-types since they check Choice Scarf Zekrom/Tyranitar and can also help against Dialga, Heatran, and Aegislash - Groudon, Landorus-T, and Gliscor are solid
- Excadrill is also nice since it can spin away Stealth Rock and Flying Arceus can come in on Ground-/Fighting-type attacks
- Palkia checks Kyogre who is really annoying for Flying Arceus
- Stealth Rock from a Pokemon such as Dialga or Landorus-T + offensive pressure can help keep Ho-Oh at bay
- Steel-types such as Scizor can take Ice-type moves and check Kyurem-W. Scizor can also Defog which is very helpful.
- Using Fairy-types such as Xerneas with Ground-types can further block Zekrom's attempts to do anything

Other Options
########

- Focus Blast murders Tyranitar/Kyurem-W but does less to Zekrom than Earth Power + Aegislash walls it
- Defog is kinda cool since Flying Arceus massively trolls Sticky Web teams
- Stone Edge if you really hate Ho-Oh
- Will-O-Wisp cripples Zekrom on the switch but leaves Flying Arceus walled by Heatran and is worthless against Ho-Oh

Checks & Counters
########

**Zekrom**: Outspeeds Flying Arceus with Choice Scarf and crushes it with Bolt Strike
**Electric Arceus**: Sets up Calm Mind on Flying Arceus and will usually win due to having type advantage.
**Ho-Oh**: Has the bulk to handle any attack and easily KOes Flying Arceus with Sacred Fire
**Kyogre**: Offensive sets can overpower Arceus-Flying with Thunder or STAB Water-type attacks and defensive sets can easily phaze it with Roar.
**Tyranitar**: Beats any set without Focus Blast, can easily take a +1 Earth Power
**Steel-types**: Dialga and Heatran (if no Earth Power) can phaze, Aegislash and Bronzong can Toxic sets without Refresh (they will lose to Refresh sets though), Jirachi can go for paraflinch

Kylowole is shredded

- Substitute is in general, better than Refresh, since Flyceus isn't susceptible to Toxic Spikes, and even though Toxic thrown on more random Pokemon these days, as long as you're careful, you should be able to avoid status. You also get to avoid Dark Void (which Refresh can't help you with), parahax from Thunder Wave (which you'd have to flip a coin when you're using Refresh), Swagplay (if you can get it in before Swagplay comes in), freeze hax (which again Refresh cannot help you with), crits and Leech Seed. Make this the first slash please.
- I don't know what you're doing with your EVs. They're not adding up for one thing (I'm guessing it's supposed to be 96 HP / 236 SpA / 176 Spe and it's just a typo?). I personally think you may as well run max Speed. I see no point of dropping the speed to just outspeed Gengar. That's just inviting for other people to speed creep you with their own Arceuses and Toxic/WoW and whatever they do. Unless the extra SpA gets you specific OHKOs, you may as well run max Speed (so make it 96 HP / 160 SpA / 252 Spe Timid - 96 HP gives 405 HP to make 101 HP EVs while being able to switch into SR 4 times and not 3).
- Roar is worth mentioning, IMO. It's not that good, but can still be used to fuck around with other Calm Minders.

BARN ALL

Refresh actually lets you switch into status and gives you much more leeway against random Toxic mons, also Sub + SR weakness will cut down on Arceus's bulk fast. SwagPlay isn't really a reason to run Sub and nothing is gonna Leech Seed Flying Arceus since it'll just kill the Grass-type that tries to do that lol. (Also parahax is 25% not a coin flip) Being able to Refresh also means you can use this as a burn absorber which Substitute can't do - Refresh is a lot better than Sub in this metagame imo.

- Substitute is in general, better than Refresh, since Flyceus isn't susceptible to Toxic Spikes, and even though Toxic thrown on more random Pokemon these days, as long as you're careful, you should be able to avoid status. You also get to avoid Dark Void (which Refresh can't help you with), parahax from Thunder Wave (which you'd have to flip a coin when you're using Refresh), Swagplay (if you can get it in before Swagplay comes in), freeze hax (which again Refresh cannot help you with), crits and Leech Seed. Make this the first slash please.
- I don't know what you're doing with your EVs. They're not adding up for one thing (I'm guessing it's supposed to be 96 HP / 236 SpA / 176 Spe and it's just a typo?). I personally think you may as well run max Speed. I see no point of dropping the speed to just outspeed Gengar. That's just inviting for other people to speed creep you with their own Arceuses and Toxic/WoW and whatever they do. Unless the extra SpA gets you specific OHKOs, you may as well run max Speed (so make it 96 HP / 160 SpA / 252 Spe Timid - 96 HP gives 405 HP to make 101 HP EVs while being able to switch into SR 4 times and not 3).
- Roar is worth mentioning, IMO. It's not that good, but can still be used to fuck around with other Calm Minders.

I can always count on you to help me with the lesser used mons :)
The EV spread was a typo on my part, not a clue how i did it though lol, added your suggestions and changed around the slashing of Sub and Refresh. (Also added the mention of Fly)

I come to bury Caesar, not to praise him.

If you have no Calm Minds, Gengar can Mega Evolve whilst taking an (albeit pretty heavy) hit and Taunt you, then proceed to Destiny Bond the forced Judgment next turn. But if you're wasting Gengar on Arceus-Flying, then... erm....

Added all changes, I'm unsure about Stone Edge but I added it anyway - It doesn't OHKO Ho-Oh without SR but its better than Thunderbolt/Judgment as they need to be at +5(!!!) to OHKO the flaming turkey, so i changed Thunderbolt for Thunder in OO as well. Added some more to the analysis in general, and also expanded on C&C after doing more testing with it. (Kyogre makes me want to put Thunder in moves ;_;)

Edit: Also changed the negativity in the overview, I actually like flyceus.

The notorious Good Wife

Set
Mention that although Refresh lets it absorb status (it kinda does this in a momentum robbing way and still isn't a good switch into Klefki and some other things), Substitute lets it dodge Zekrom somewhat (and lets Zekrom get locked into a move) as well as avoiding priority.

Usage Tips
Cool

Team Options
Several examples are always nice in Team Options, eg also list Lando-T, Groudon and Ferro as Zekrom checks. Lando-T also checks Ho-Oh, while Ferro helps against Kyogre and Eleceus. Ditch the cleric mention tbh, MM2 and I just discussed recently about how it's on virtually every analysis and shouldn't be on nearly that many (and this thing has Refresh/Sub damn it). Since you mentioned Heatran and Dialga as being annoying, suggest mons that annoy them back (SDef Kyogre is great at this). Tyranitar can check Ho-Oh and if it has Toxic/Roar it can help against troublesome CM Arceus.

OO
Looks good, although you could mention how WoW also has a good bit of utility outside Zekrom (like Flyceus kinda being a Ground type check with it)

Check & Counters
Steelceus also has favourable typing and is usually CM. Ditch Exca and just put "Revenge Killers"; Zekrom aside pretty much nothing viable can outspeed and OHKO after it has at least 1 boost, but if it's weakened Mewtwo, Scarf users, priority, etc can finish it off.

Set
Mention that although Refresh lets it absorb status (it kinda does this in a momentum robbing way and still isn't a good switch into Klefki and some other things), Substitute lets it dodge Zekrom somewhat (and lets Zekrom get locked into a move) as well as avoiding priority.

Usage Tips
Cool

Team Options
Several examples are always nice in Team Options, eg also list Lando-T, Groudon and Ferro as Zekrom checks. Lando-T also checks Ho-Oh, while Ferro helps against Kyogre and Eleceus. Ditch the cleric mention tbh, MM2 and I just discussed recently about how it's on virtually every analysis and shouldn't be on nearly that many (and this thing has Refresh/Sub damn it). Since you mentioned Heatran and Dialga as being annoying, suggest mons that annoy them back (SDef Kyogre is great at this). Tyranitar can check Ho-Oh and if it has Toxic/Roar it can help against troublesome CM Arceus.

OO
Looks good, although you could mention how WoW also has a good bit of utility outside Zekrom (like Flyceus kinda being a Ground type check with it)

Check & Counters
Steelceus also has favourable typing and is usually CM. Ditch Exca and just put "Revenge Killers"; Zekrom aside pretty much nothing viable can outspeed and OHKO after it has at least 1 boost, but if it's weakened Mewtwo, Scarf users, priority, etc can finish it off.

Holding the Sky Plate, Arceus takes a forme that comes with a mixed bag of pros and cons. Being one of the only two pure Flying-type Pokemon out there, Flying Arceus's comes with a STABthat can hit many Ubers Pokemon for neutral damage. Due to the perks of being a Flying-type, One of the biggest perks of being a Flying-type is thatFlying Arceus can avoid the pesky Spikes, Toxic Spikes, and even Sticky Web, but this comes with gives ita weakness to Stealth Rock, which can hamper its utility and general bulk. It's also the only viable Ubers Flying-type that can effectively run a Calm Mind set, giving it a small advantage over other Flying-types. Flying Arceus comes with its has its downsides as well, however. Many Pokemon in Ubers carry coverage moves that can hit it for super effective damage, it has to be very wary of Zekrom, and it also has trouble passing most Steel-types. It also can't really provide much utility to a team outside of soft checking threats such as Mega Blaziken and Mega Mewtwo X, meaning it requires a good deal of team support to keep these disadvantages at a minimum. However The fact that its STAB isn't resisted by many Pokemon in the Ubers tier means that it can make an excellent stallbreaker, but do keep in mind that Flying Arceus is pretty much outclassed by other Arceus formes in any other role. (I know little about XY Ubers, but this is what you seem to be hinting at elsewhere in the Overview and the analysis in general, so I emphasized this fact)

Taking advantage of the fact that Flying is a good offensive typing, this set is specifically used for the purpose of taking apart stall teams. Calm Mind allows Flying Arceus to boost its Special Attack and Special Defense, making its only attack hit much harder, and makes Flying Arceus it that bit harder to take down. Judgment is the most reliable and powerful STAB attack that Flying Arceus gets, and works very well as the itsability to hit most common Ubers Pokemon for neutral damage is the reason this set works so well as a mono-attacker. Recover increases longevity and allows Flying Arceus to keep gaining boosts without being worn down so easily.and The last moveslot is what makes this set tick. Choosing Refresh allows Flying Arceus to work as the stallbreaker it is, curing any status problems that any Pokemon can thrown at it in an attempt to wear it down. Choosing Substitute instead can give Flying Arceus some breathing room to set up Calm Mind, (remove comma) and help it avoid the status completely, meaning Flying Arceus wastes no turns to rid itself of status issues. It also gives some form of shield against Zekrom if the Substitute is up before Zekrom can come in, scouting to see what move it may lock itself into, and also It also shields against priority moves and helps Flying Arceus scout Choice item users such as Zekrom. Refresh is typically the better choice, allowing Flying Arceus to provide some utility to a team by becoming also act asa status absorber; (semi-colon) it does this in a momentum-stealing way, (add comma) however, and still has trouble switching into Steel-types that like to carry Toxic, like such as Klefki, Dialga, (comma) and Aegislash. Optional moves include Earth Power, to ensure that Dialga and Heatran can't just simply take a hit and Roar Flying Arceus out, and Thunder,can be used to hit more specially bulky Pokemon harder, such as Kyogre, Ho-Oh, (comma) and Lugia harder, albeit at the cost of reduced accuracy outside of the rainbut comes at the penalty of having 70% accuracy without rain support. Thunder also ensures more damage against any other Flying- or Water-type that may try to take an attack and retaliate back.

Set Details
========
This set's EVs are relatively straightforward. 96 HP EVs allow Flying Arceus to retain some extra bulk, and should you choose to run Substitute, 96 HP EVs ensure Flying Arceus have 101 HP Substitutes, meaning that Seismic Toss cannot break the Substitute in one hit they let it make 101 HP Substitutes. 176 Speed EVs with a Timid nature are there to ensure that Gengar can't Destiny Bond Flying Arceus down without being Mega Evolved first. The rest is dumped into Special Attack, as Flying Arceus relies on power to sweep, rather than using its bulk to ensure it can accumulate multiple Calm Mind boosts. It also serves the purpose ofensures the OHKO on Mega Mewtwo X without any prior damage, (remove comma) or Calm Mind boosts.

Usage Tips
========

Flying Arceus can be switched in on predicted Ground-type moves, and if they lack strong Rock-type coverage or a phasing move such as Roar, then it can begin setting up on the Pokemon that tried it. Aside from that, switching in on Pokemon that are playing a defensive role is a wise idea, since Flying Arceus excels at beating most of them them barring Heatran, (remove comma) and Dialga. Speaking of which, if Earth Power is not on the set, then Heatran and Dialga can take at least one attack and phase it Flying Arceusout with Roar, so make sure that they are not going to be a problem before attempting a sweep. Scouting for possible phasing moves and coverage moves that can hit Flying Arceus hard is highly recommended&mdash;you don't want to find you have wasted your time setting up only to be phased out and/or take any unneccessary damage. Zekrom is Flying Arceus's biggest enemy, so make sure it is out of the equation before attempting to set up. Once you are sure there are no obstacles that can stop Flying Arceus sweeping such as the Pokemon mentioned above, feel free to start setting up use Calm Mind, and begin causing chaos to the opponent's team.

Team Options
========

Although Flying Arceus is only weak to one entry hazard, (comma, not hyphen) Stealth Rock, its weakness to it but even thiscan prove annoying, and as such consider a Defog user such as Scizor or Giratina-O to help mitigate this issue as much as possible. A teammate that can handle Zekrom with impunity is highly recommended, as Zekrom can easily switch in on Flying Arceus without fearing anything and KO it the next turn. Electric Arceus can also accomplish similar feats, and Excadrill just so happens to be able to deal with both Electric Arceus and Zekrom, making it a great teammate. Also able to check Zekrom are Landorus-T, Groudon, (add comma) and Ferrothorn. Since Dialga and Heatran can be annoying for Flying Arceus, a special wall such as specially defensive Kyogre can turn the tables and annoy them instead. A core of a Fairy-type and a Ground-type can work wonders, keeping Zekrom guessing what to do next and potentially opening up free turns for your team should the opponent predict wrongly. Palkia serves as a great check to Kyogre, as with Kyogre's great special bulk and powerful offenses, itKyogre can overpower Flying Arceus with its great special bulk and powerful offenses, and a check such as Palkia is thus a recommended teammate. Tyranitar can work as a check to Ho-Oh and other Flying-types, and if Tyranitar has Roar or Toxic, (add comma) it can annoy other Calm Mind Arceus formes as well.

Other Options
########

Will-O-Wisp can catch overeager Zekrom on the switch, but this does not guarantee safety for Flying Arceus at all; even when burned, Bolt Strike from Zekrom is a 2HKO, meaning Flying Arceus is still forced to switch out, leaving the viability of the move questionable. It can work as a helpful check to Ground-types by switching in on a predicted Earthquake and burning whatever tried it catching the threat off-guard with a Will-O-Wisp, however. Stone Edge can be used to hit Ho-Oh on the weaker side, but it has somewhat poorshaky accuracy and doesn't OHKO without Stealth Rock in play. Focus Blast can take care of Tyranitar and Excadrill, but due to poor accuracy and general littleutility outside of this otherwise, it is not recommended. A support set with Defog is a cool idea on paper, as Flying Arceus has good bulk and is immune to Spikes, Toxic Spikes, (add comma) and Sticky Web, but the Stealth Rock weakness makes it more trouble than it is worth. Lastly, Roar can be used to annoy other Arceus formes that may try to set up on Flying Arceus.

Checks & Counters
########
**Zekrom** - A complete stop to Flying Arceus, the Choice Scarf set can switch in without fearing anything but the rare Earth Power and OHKO with Bolt Strike, and even then Earth Power still does not KO without a boost or two from Calm Mind.

**Kyogre** - With its great special bulk and powerful rain-boosted Water-type moves, Kyogre can handle attacks relatively well if with a defensive set and then phase, or potentially overpower Flying Arceus if with an offensive set, should it the latterlack Calm Mind boosts. It does not like taking boosted Thunders in any scenario, however.

**Arceus Formes With A Type Advantage** - These include Electric Arceus, Ice Arceus, Steel Arceus, and Rock Arceus. Either Hitting harder with their own Judgments or andresisting Flying Arceus's Judgment, they can win in a one-on-one situation.

**Bulky Steel-types** - Standing out among these are Dialga and Heatran; they are able to take any attack barring a boosted Earth Power and can phase you Flying Arceusout with Roar.

**Ho-Oh** - Also having great special bulk, Ho-Oh can handle almost anything Flying Arceus throws at it and potentially overpower Flying Arceus itwith its powerful STAB attacks.

**Blissey** - Able to Blissey can take even boosted Judgments from Flying Arceus thanks to its titanic special bulk, but thanks to Refresh / Substitute it can't do much back, meaning it becomes the perfect setup fodder for Flying Arceus. (You might want to mention here that Flying Arceus can make 101 HP Substitutes)

**Kyurem-W** - While not so common in the current metagame, Kyurem-W's Ice Beam will easily overpower Flying Arceus unless it has multiple Calm Mind boosts. Flying Arceus does outspeed however, and should it have some Calm Mind boosts, it can come out on top.

**Tyranitar** - Thanks to being a Rock-type and its ability, Sand Steam, giving it a Special Defense boost in sand Thanks to its Flying resistance and boosted Special Defense in the sand, Tyranitar can take Judgments very easily and deal heavy damage back with Stone Edge. Tyranitar It hates taking a Focus Blast, however.

**Stealth Rock** - Stealth Rock is probably one of the best ways to annoy limit Flying Arceus's switch-in opportunities, and when coupled with a Pokemon with a phasing move,this it can really rack up damage on Flying Arceus.

This was quite fluff-ridden in parts. You tend to go into unnecessary details while missing out on actual important data: do fix this issue. I would suggest taking a look at some of the well-written analyses on-site. Going through the Spelling and Grammar Standards page will also help. If you have any doubts, feel free to shoot me a PM. Good luck!

Yeah baby! You can sail my ship!

Holding the Sky Plate, Arceus takes a forme that comes with a mixed bag of pros and cons. Being one of the only two pure Flying-type Pokemon out there, Flying Arceus's STAB can hit many Ubers Pokemon for neutral damage. One of the perks of being a Flying-type is that Flying Arceus can avoid the pesky Spikes, Toxic Spikes, and even Sticky Web, but this gives it a weakness to Stealth Rock, which can hamper its utility and general bulk. It's also the only viable Ubers Flying-type that can effectively run a Calm Mind set, giving it a small advantage over other Flying-types. Flying Arceus has its downsides as well, however. Many Pokemon in Ubers carry coverage moves that can hit it for super effective damage, it has to be very wary of Zekrom, and it also has trouble passing most Steel-types. It also can't really provide much utility to a team outside of soft checking threats such as Mega Blaziken and Mega Mewtwo X, meaning it requires a good deal of team support to keep these disadvantages at a minimum. The fact that its STAB isn't resisted by many Pokemon in the Ubers tier means that it can make an excellent stallbreaker, but do keep in mind that Flying Arceus is pretty much outclassed by other Arceus formes in any other role.

Taking advantage of the fact that Flying is a good offensive typing, this set is specifically used for the purpose of taking apart stall teams. Calm Mind allows it Flying Arceus to boost its Special Attack and Special Defense, making its only attack hit much harder, and makes Flying Arceus that bit harder to take down. Judgment is the most reliable and powerful STAB attack that Flying Arceus gets, and works as its ability to hit most common Ubers Pokemon for neutral damage is the reason this set works so well as a mono-attacker. Recover increases longevity and allows Flying Arceus to keep gaining boosts without being worn down so easily. The last moveslot is what makes this set tick. Choosing Refresh allows Flying Arceus to work as the stallbreaker it is, curing any status problems thrown at it in an attempt to wear it down. Choosing Substitute instead can give Flying Arceus some breathing room to set up Calm Mind and help it avoid status completely, meaning Flying Arceus wastes no turns to rid itself of status issues. It also shields against priority moves and help scout Choice item users such as Zekrom. Refresh is typically the better choice, allowing Flying Arceus to also work as a status absorber; it does this in a momentum-stealing way, however, and still has trouble switching into Steel-types that like to carry Toxic, such as Klefki, Dialga, and Aegislash. Optional moves include Earth Power, to ensure that Dialga and Heatran can't just simply take a hit and Roar Flying Arceus out, and Thunder, to hit specially bulky Pokemon such as Kyogre, Ho-Oh, and Lugia harder, albeit at the cost of reduced accuracy outside of rain. Thunder also ensures more damage against any other Flying- or Water-type that may try to take an attack and retaliate back.

Set Details
========

This set's EVs are relatively straightforward. 96 HP EVs allow Flying Arceus to retain some extra bulk, and should you choose to run Substitute, they let it make 101 HP Substitutes. 176 Speed EVs with a Timid nature are there to ensure that Gengar can't Destiny Bond Flying Arceus down without being Mega-Evolved first. The rest is dumped into Special Attack, as Flying Arceus relies on power to sweep, (RC) rather than using its bulk to ensure it can accumulate multiple Calm Mind boosts. It also ensures the OHKO on Mega Mewtwo X without any prior damage or Calm Mind boosts.

Usage Tips
========

Flying Arceus can be switched in on predicted Ground-type moves, and if they the opponent lacks strong Rock-type coverage or a phasing move such as Roar, then it can begin setting up. Aside from that, switching in on Pokemon that are playing a defensive role is a wise idea, since as Flying Arceus excels at beating most of them barring Heatran and Dialga. Speaking of which, if Earth Power is not on the set, then Heatran and Dialga can take at least one attack and phaze Flying Arceus out with Roar, so make sure that they are not going to be a problem before attempting a sweep. Scouting for possible phazing moves and coverage moves that can hit Flying Arceus hard is highly recommended—; Either emdash or semicolon, please! you don't want to find you have wasted your time setting up only to be have Arceus phazed out and/or take any unnecessary damage. Zekrom is Flying Arceus's biggest enemy, so make sure it is out of the equation before attempting to set up. Once you are sure there are no obstacles that can stop Flying Arceus, (AC) feel free to use Calm Mind.

Team Options
========

Flying Arceus is only weak to one entry hazard, Stealth Rock, but even this can prove annoying, and as such consider a Defog user such as Scizor or Giratina-O to help mitigate this issue. A teammate that can handle Zekrom with impunity is highly recommended, as Zekrom can easily switch in on Flying Arceus without fearing anything and KO it the next turn. Electric Arceus can also accomplish similar feats, and Excadrill just so happens to be able to deal with both Electric Arceus and Zekrom, making it a great teammate. Also able to check Zekrom are Landorus-T, Groudon, and Ferrothorn. Since Because Dialga and Heatran can be annoying for Flying Arceus, a special wall such as specially defensive Kyogre can turn the tables and annoy them instead. A core of a Fairy-type and a Ground-type can work wonders, keeping Zekrom guessing what to do next and potentially opening up free turns for your team should the opponent predict wrongly. Kyogre can overpower Flying Arceus with its great special bulk and powerful offenses, and a check such as Palkia is a good teammate. Tyranitar can work as a check to Ho-Oh and other Flying-types, and if Tyranitar has Roar or Toxic, it can annoy other Calm Mind Arceus formes as well.

Other Options
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Will-O-Wisp can catch overeager Zekrom on the switch, but this does not guarantee safety for Flying Arceus at all; even when burned, Bolt Strike from Zekrom is a 2HKO, meaning Flying Arceus is still forced to switch out. It can work as a helpful check to Ground-types by switching in on a predicted Earthquake and catching the threat off-guard with a Will-O-Wisp, however. Stone Edge can be used to hit Ho-Oh on the weaker side, but it has shaky accuracy and doesn't OHKO without Stealth Rock in play. Focus Blast can take care of Tyranitar and Excadrill, but due to poor accuracy and little utility otherwise, it is not recommended. A support set with Defog is a cool idea on paper, as Flying Arceus has good bulk and is immune to Spikes, Toxic Spikes, and Sticky Web, but the Stealth Rock weakness makes it more trouble than it is worth. Lastly, Roar can be used to annoy other Arceus formes that may might try to set up on Flying Arceus.

Checks & Counters
########Use colons instead of hyphens as shown **Zekrom**:AZekrom is a complete stop to Flying Arceus, as the Choice Scarf set can switch in without fearing anything but the rare Earth Power and OHKO with Bolt Strike, and even then Earth Power still does not KO without a boost or two from Calm Mind.

**Kyogre** - With its great special bulk and powerful rain-boosted Water-type moves, Kyogre can handle attacks relatively well with a defensive set and then phaze Flying Arceus out, or potentially overpower Flying Arceus with an offensive set, should the latter lack Calm Mind boosts. It does not like taking boosted Thunders in any scenario, however.This is a lot of capitals...perhaps rephrase it a bit?
**Arceus Formes With A Type Advantage** - These include Electric Arceus, Ice Arceus, Steel Arceus, and Rock Arceus all resist Flying Arceus's STAB. Hitting harder with their own Judgments and resisting Flying Arceus's Judgment, they can win in a one-on-one situation.

**Bulky Steel-types** - Standing out among Steel-types these are Dialga and Heatran, they are able to take an attack barring a boosted Earth Power and can phaze Flying Arceus out with Roar.

**Ho-Oh** - Also having great special bulk, Ho-Oh can handle almost anything Flying Arceus throws at it and potentially overpower it with its powerful STAB attacks.

**Blissey** - Blissey is able to take even boosted Judgments from Flying Arceus thanks to its titanic special bulk, but thanks to Refresh / Substitute it becomes the perfect set up fodder for Flying Arceus due its ability to make 101 HP Substitutes.

**Kyurem-W** - While not so common in the current metagame, Kyurem-W's Ice Beam will easily overpower Flying Arceus unless it has multiple Calm Mind boosts. Flying Arceus does outspeed however, and should it have some Calm Mind boosts, it can come out on top.

**Tyranitar** - Due to its Flying resistance and boosted Special Defense in the sand, Tyranitar can take Judgments very easily and deal heavy damage back with Stone Edge. It hates taking a Focus Blast, however.Perhaps put stealth rock a bit higher up in the list, considering it's so common? Unless it doesn't have that much of an impact as the direct checks.
**Stealth Rock** - Stealth Rock is probably one of the best ways to limit Flying Arceus's switch-in opportunities, and when coupled with a Pokemon with a phazing move, it can really rack up damage on Flying Arceus.

**Revenge Killers** - If Flying Arceus manages to get weakened enough, faster Pokemon such as Mewtwo, Darkrai, Deoxys, and Choice Scarf users can finish it off. Priority moves can also accomplish this.

GatoDelFuego I have a couple of questions regarding the check.
"Electric Arceus, Ice Arceus, Steel Arceus, and Rock Arceus all resist Flying Arceus's STAB" - Should this be rephrased? Ice Arceus doesn't resist Flying-type moves, it just hits back for SE damage so I'm not sure if it needs reworded.

"Standing out among Steel-typesthese are Dialga and Heatran, they are able to take an attack barring a boosted Earth Power..."
Should "they" not be kept? It ends up making little sense otherwise.
Not trying to be rude by any means I was just wondering what's up.

Yeah baby! You can sail my ship!

Nayrz the aim of those changes is to make the c&c sections more complete sentences...the way you had it initially had the subject of the sentences be something like "Arceus Formes With A Type Advantage", and not be in the actual sentence. That was my goal with the changes. Any way you can rephrase the arceus thing to make the subject be in the sentence works; that's my mistake when changing it. As for the Steel-types, just replace "they" with "which"